08 March 2026

Scaffolding: Concept Review - Team 21

 Vampire Survivors

The first game that we are considering working on is Vampire Survivors. We decided on this game because it is a game we have both played, it has very few inputs, and it allows for some interesting controllers. The game is a rogue-like game with no attack button. The player character automatically attacks, and the only controls are to move around while attacking, confirming menu options when picking upgrades, and pausing the game. The player fights enemies that continuously spawn and tries to survive as long as possible. We think this game could benefit from an alternative controller as the few inputs and reliance on movement allows for some interesting and fun controllers.

Sketch 1: Axe

The Circuit Playground tracks which way the axe is tilted, which corresponds to the WASD keys allowing the player to move. Shaking the axe corresponds to the Space bar, which is used to select items and confirm in menus. There is a button on the axe for escape so the game can be paused or closed.


Sketch 2: Bible

Circuit Playground is placed inside the book. Titling the book in a direction corresponds to the WASD key of that direction. Pressing the cross on the bible corresponds to the spacebar, which is used for confirming menus and choosing items. There is a button for the ESC key so the game can be paused and closed.


Sketch 3: Bat


The bat works as a large joystick. The joystick controls movement and is mapped to WASD, pressing the bat into the base works as a button which is used for the spacebar, for confirming. There is an ESC key on the base plate, and the Circuit Playground Express is inside the base plate.



Sketch 4: Whip
The Circuit Playground is in the base of the whip. A joystick is on the handle that controls movement and WASD, next to a button that is used for the escape key. Shaking the whip corresponds to the space bar, which is used to select items and confirm in menus.

Sketch 5: Scythe
The user controls movement/WASD by swinging the scythe. Swinging it left corresponds to left/A, swinging right corresponds to right/D, swinging forward corresponds to up/W, and tilting it backwards corresponds to down/S. The Circuit playground is housed in a box where the blade meets the stick. There are buttons on the handles that correspond to space bar and the ESC key so that the player may navigate menus.


Questions:

Which of the designs fits bet with the theme of Vampire Survivors?
Which of the designs feels the most creative?

Game Link:

Getting Over It with Bennett Foddy

The second game we are considering working on is Getting Over It with Bennett Foddy. We chose this game because it is one we have both played, and we think the control scheme allows for very interesting controllers. The game is played almost entirely with just the mouse. You play as a man in a pot holding a sledgehammer, and you use the mouse to move the sledgehammer to propel yourself and climb up a mountain. The only controls outside of mouse movement is the ESC key to pause the game, and the left mouse button to navigate menus. We think this game could benefit from an alternative controller because it could add to the difficulty of the game. The game is already considered very difficult, and its difficulty is one of its greatest allures. The control scheme allows for very unique controller designs, and a unique controller could affect the difficulty bringing a new interesting experience.

Sketch 1: Sledgehammer

The Circuit Playground will track the user's movement of the sledgehammer and translate it to motion on the x and y axis. The game will take these inputs, and the sledgehammer in-game will follow the user’s motions in real life.

Sketch 2: Sledgehammer Joystick


The controller is an upside down foam sledgehammer mounted on a hammer, with the handle pointing up as a joystick that the player tilts in any direction to control the in game hammer. The Circuit Playground Express sits inside the tip of the handle, using its built in accelerometer to translate tilt into mouse movement. Pulling the handle slightly upward out of the hammer head triggers a pause.

Sketch 3: Man in Pot


The controller is modeled off of the in game character in Getting over it. The cauldron is the base of the joystick and houses the CPE. You move the character to move the sledgehammer in game. When you get frustrated and need to take a break, you can punch the character into the cauldron to pause the game. You pull him back to the original position to return to playing.


Sketch 4: Cauldron Controller


For this controller, you become the character in game. You hop into a cauldron and use your feet to press directional inputs for the in game controls. It is meant to feel incredibly frustrating and make the game even more difficult then originally intended.


Sketch 5: Bennett Foddy Photo

For this controller, the basis is a photograph of the creator of Getting Over It with Bennett Foddy, Bennett Foddy. Tilting the photo controls the mouse directional inputs.  The Circuit Playground is housed inside the photo frame. There is an ESC key on the frame used for pausing and closing the game. Pressing the photo into the frame base works as a button, which corresponds to Left Mouse Click for menu navigation.


Questions:
Do the controllers seem too frustrating to use?
Which of the designs are the most interesting?

Game Link:

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